Minecraft Question

 Explain how audiences can interact with video game producers to become actively involved in the media production [15]

  • Talk about how big game companies interact with there audiences then talk about Minecraft
  • The community and how they interact with the developers
  • Interaction of Microsoft
  • The acquisition of Minecraft
  • The affects this had on Minecraft




In the gaming industry, large conglomerate gaming giants like Sony and Microsoft holding mass control of the distribution and production processes of there games, whereas small 'indie' games being produced by independent developers for more niche audiences. These ownership forms have massive affects all all aspects of a game from its marketing, production and distribution as well as its reception from the fans, furthermore it can also be impacted directly by the fans based on this fact. This can be seen especially with the game Minecraft. Minecraft originally started out as an indie game developed by Markus Persson, or 'Notch' with his Swedish games studio Mojang. the game began life in 2009 and quickly garnered success with its simplistic design and mechanics as well as its creativity and lack of restraints for players. the game garnered particular with the niche, tech interested communities who were interested in the actual development and inner workings of the game as well as fans of YouTube channels playing the game. This lead to the community becoming very passionate about the game and being more vocal about any ideas or changes that could be made, quickly generating success for Minecraft. This, combined with the interactivity of the developers game the fans a large amount of  say in the ongoing development of the game, turning the fans of the game in prosumers, generating an even wider fanbase and helping generate over 1 million sales in just one month since its release.
This in comparison with large conglomerate Microsoft who have little interaction with there audiences in there production of games such as Halo or Forza. This lack of connection with audiences means fans of these games have little say in what happens to the games and are given no grounds to voice there concerns with the company. However, this seemed to change with the success garnered by Minecraft as its audiences continued to grow through its online success and fan interactivity, which was noticed by Microsoft and in 2014, was purchased for $2.5 billion. 



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